mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-27 01:41:50 +00:00
* skulk.dm placeholder for testing purposes
* Made an oopsie, fixed
* Skulk flesh color and language color testing
* Adding working language key, fixed language color
* Changed skulk flesh color, may change it again soon
* Ran tgui, hopefully fixed language color
* Changed skulk language color, hopefully for good this time
* Missed a spot
* Tgui fuckery
* If at first you don't succeed, cry to yourself for a bit then try again
* Tgui makes me violent
* Eyewear no longer save Skkulakin from flashes
* Skulk bones now hurt really bad
* Adds Skulk Sprites, Back Accessories, and other Placeholders
* Desperately trying to get body_accessories to work
* Minor name changes
* Skkulakin now have colorable eyes
* Makes the silk-spinning ability somewhat work, more changes need to be made
* Fixes the Skulks' ability to spin silk, however still needs changes
* Changed Skulks easier bone breaks into a trait
* Skulks (Now with 100% ethically sourced back spines!)
* Gives Skkulakin the Vox clothing sprites (Not counting head, glasses, or masks)
* Added update_spines_layer() for testing and help purposes
* Working on getting Skulk Backspines to change color depending on preset
* Skulk Backspines are now colored the same as your preset up spawning in (Thank you, Qwerty)
* Undefines SILK_NUTRITION_AMOUNT (I made a woopsie)
* Readds a return I may have accidentally removed at some point
* Skkulakin can now chitter
* Silk now be used to craft cloth and has an icon
* TGUI is going to make me do things
* Fixes the Brittle Bones Trait to work with Frail Quirk
* Sprite Fix
* Adds masking helpers
* Made a small woopsie
* I'm genuinely a fucking idiot
* Adds a bunch of new clothing
* Changes some clothing descriptions
* Fixes more placeholders and adds two new outfits
* Made small mistake, fixed
* Temporary change (Will revert soon)
* Reverted previous changes as the event is now over
* New Skulk Clothing, added some to the racial tab in the loadout, and made low-inquis robes orderable from cargo
* Adds High-Inquis Robes into cargo console
* Adds Skkulakin Flag (Orderable From Merch Vendor)
* Made small mistake, fixed it
* Inquisitorial Crate only has Low-Inquisitor clothing again
* Commits all offered suggestions
* Converts spans to defines and sorts out the rest of Skulk clothing (No MODs just yet)
* Gives Skulks the Nian Butt Sprite for now
* Fixes a small error with biosuits
* Fixes small coding error
* Fixes a few mor small coding errors
* Update code/modules/mob/living/carbon/human/appearance.dm
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Update code/game/objects/items/stacks/sheets/sheet_types.dm
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Update code/modules/economy/merch_items.dm
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Removes 'collective' from outfit_admin.dm
* Basic Pixel-Shifting (Not Yet Complete)
* improve skulk headwear offset
* Revert "improve skulk headwear offset"
This reverts commit 2d93d61699.
* improve skulk headwear offset
* Cleans up some code and fixes ALL hats for Skkulakin
* Lets the AI speak Skkula-Runespeak, fixes Bomber Jackets and Winter Coats, makes Backpacks look better, fixes other small sprite issues
* Let them wear pants
* Update code/modules/mob/language.dm
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Fixes masks and glasses for skkulakin
* Fixes Inquisitor Masks and adds missing Engineering Outfits
* Fixes Explorer Suits and HECK Suit for Skulks
* Fixes a few small issues and resolves some suggested changes
* Rebuilds TGUI
* Fixes Science Jumpsuits & Radsuits
* Fix Skkulakin chef belt disappearance.
* fix string assoc lookups for alists
* Update code/game/objects/structures/mirror.dm
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
* Update code/modules/mob/living/carbon/human/species/skulk.dm
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
---------
Signed-off-by: AVeryReluctantSpider <102713858+AVeryReluctantSpider@users.noreply.github.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Alfalfa Scout <alfalfascout@proton.me>
300 lines
11 KiB
Plaintext
300 lines
11 KiB
Plaintext
/obj/item/flag
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name = "flag"
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desc = "It's a flag."
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icon = 'icons/obj/flag.dmi'
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icon_state = "ntflag"
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lefthand_file = 'icons/mob/inhands/flags_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/flags_righthand.dmi'
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layer = ABOVE_MOB_LAYER
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w_class = WEIGHT_CLASS_BULKY
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max_integrity = 40
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resistance_flags = FLAMMABLE
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custom_fire_overlay = "fire"
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var/rolled = FALSE
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/obj/item/flag/attackby__legacy__attackchain(obj/item/W, mob/user, params)
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. = ..()
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if(W.get_heat() && !(resistance_flags & ON_FIRE))
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user.visible_message(SPAN_NOTICE("[user] lights [src] with [W]."), SPAN_NOTICE("You light [src] with [W]."), SPAN_WARNING("You hear a low whoosh."))
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fire_act()
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/obj/item/flag/attack_self__legacy__attackchain(mob/user)
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rolled = !rolled
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user.visible_message(SPAN_NOTICE("[user] [rolled ? "rolls up" : "unfurls"] [src]."), SPAN_NOTICE("You [rolled ? "roll up" : "unfurl"] [src]."), SPAN_WARNING("You hear fabric rustling."))
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update_icon()
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/obj/item/flag/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = FALSE)
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..()
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update_icon()
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/obj/item/flag/extinguish()
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..()
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update_icon()
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/obj/item/flag/update_icon_state()
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icon_state = "[get_flag_icon()][rolled ? "_rolled" : ""]"
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inhand_icon_state = "[get_flag_icon()][resistance_flags & ON_FIRE ? "_fire" : ""]"
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custom_fire_overlay = "[initial(custom_fire_overlay)][rolled ? "_rolled" : ""]"
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if(ismob(loc))
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var/mob/mob = loc
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mob.update_inv_r_hand()
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mob.update_inv_l_hand()
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/obj/item/flag/proc/get_flag_icon()
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return initial(icon_state)
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/obj/item/flag/nt
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name = "\improper Nanotrasen flag"
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desc = "A flag proudly boasting the logo of NT."
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/obj/item/flag/clown
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name = "\improper Clown Unity flag"
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desc = "The universal banner of clowns everywhere. It smells faintly of bananas."
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icon_state = "clownflag"
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/obj/item/flag/mime
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name = "\improper Mime Unity flag"
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desc = "The standard by which all mimes march to war, as cold as ice and silent as the grave."
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icon_state = "mimeflag"
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/obj/item/flag/ian
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name = "\improper Ian flag"
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desc = "The banner of Ian, because SQUEEEEE."
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icon_state = "ianflag"
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//Species flags
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/obj/item/flag/species/slime
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name = "\improper Slime People flag"
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desc = "A flag proudly proclaiming the superior heritage of Slime People."
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icon_state = "slimeflag"
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/obj/item/flag/species/skrell
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name = "\improper Skrell flag"
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desc = "A flag proudly proclaiming the superior heritage of Skrell."
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icon_state = "skrellflag"
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/obj/item/flag/species/vox
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name = "\improper Vox flag"
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desc = "A flag proudly proclaiming the superior heritage of Vox."
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icon_state = "voxflag"
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/obj/item/flag/species/machine
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name = "\improper Synthetics flag"
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desc = "A flag proudly proclaiming the superior heritage of Synthetics."
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icon_state = "machineflag"
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/obj/item/flag/species/diona
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name = "\improper Diona flag"
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desc = "A flag proudly proclaiming the superior heritage of Dionae."
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icon_state = "dionaflag"
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/obj/item/flag/species/human
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name = "\improper Human flag"
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desc = "A flag proudly proclaiming the superior heritage of Humans."
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icon_state = "humanflag"
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/obj/item/flag/species/greys
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name = "\improper Greys flag"
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desc = "A flag proudly proclaiming the superior heritage of Greys."
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icon_state = "greysflag"
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/obj/item/flag/species/kidan
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name = "\improper Kidan flag"
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desc = "A flag proudly proclaiming the superior heritage of Kidan."
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icon_state = "kidanflag"
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/obj/item/flag/species/taj
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name = "\improper Tajaran flag"
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desc = "A flag proudly proclaiming the superior heritage of Tajaran."
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icon_state = "tajflag"
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/obj/item/flag/species/unathi
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name = "\improper Unathi flag"
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desc = "A flag proudly proclaiming the superior heritage of Unathi."
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icon_state = "unathiflag"
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/obj/item/flag/species/vulp
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name = "\improper Vulpkanin flag"
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desc = "A flag proudly proclaiming the superior heritage of Vulpkanin."
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icon_state = "vulpflag"
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/obj/item/flag/species/drask
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name = "\improper Drask flag"
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desc = "A flag proudly proclaiming the superior heritage of Drask."
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icon_state = "draskflag"
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/obj/item/flag/species/plasma
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name = "\improper Plasmaman flag"
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desc = "A flag proudly proclaiming the superior heritage of Plasmamen."
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icon_state = "plasmaflag"
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/obj/item/flag/species/nian
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name ="\improper Nian flag"
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desc = "An eccentric handmade standard, luxuriously soft due to exotic silks and embossed with lustrous gold. Although inspired by the pride that Nianae take in their baubles, it ultimately feels melancholic. Beauty knows no pain, afterall."
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icon_state = "nianflag"
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/obj/item/flag/species/skulk
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name = "\improper Collective Flag"
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desc = "A foreboding flag made with silk and religious fervor. The cloth of this flag undoubtly made by faithful silk-spinners and blessed by Skkula-Kkavan priests. Some would argue its beauty does not befit it, believing it to be a beacon of zealotry that plagues the Silver Collective in its entirety."
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icon_state = "skulkflag"
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//Department Flags
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/obj/item/flag/cargo
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name = "\improper Cargonia flag"
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desc = "The flag of the independent, sovereign nation of Cargonia. Merely glimpsing this majestic banner fills you with the urge to buy enough guns to equip a small army."
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icon_state = "cargoflag"
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/obj/item/flag/med
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name = "\improper Medistan flag"
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desc = "The flag of the independent, sovereign nation of Medistan. Looking at this beautiful white and green banner fills you with a powerful compulsion to file malpractice lawsuits."
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icon_state = "medflag"
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/obj/item/flag/sec
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name = "\improper Brigston flag"
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desc = "The flag of the independent, sovereign nation of Brigston. The red of the flag represents blood shed in defense of the station, the amount of which varies heavily between shifts."
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icon_state = "secflag"
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/obj/item/flag/rnd
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name = "\improper Scientopia flag"
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desc = "The flag of the independent, sovereign nation of Scientopia. Looking at this laminated beauty of a flag fills you with an irresstible urge to perform SCIENCE!."
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icon_state = "rndflag"
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/obj/item/flag/atmos
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name = "\improper Atmosia flag"
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desc = "The flag of the independent, sovereign nation of Atmosia. This flag has survived dozens of plasmafires, and will endure more, if Atmosia has any say in things."
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icon_state = "atmosflag"
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/obj/item/flag/command
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name = "\improper Command flag"
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desc = "The flag of the independent, sovereign nation of Command. Apparently the budget was all spent on this flag, rather than a creative name."
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//Antags
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/obj/item/flag/grey
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name = "\improper Greytide flag"
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desc = "A banner made from an old grey jumpsuit."
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icon_state = "greyflag"
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/obj/item/flag/syndi
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name = "\improper Syndicate flag"
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desc = "A flag proudly boasting the crimson and black colors of the Syndicate, the largest organized criminal entity in the Sector."
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icon_state = "syndiflag"
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/obj/item/flag/wiz
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name = "\improper Wizard Federation flag"
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desc = "A flag proudly boasting the logo of the Wizard Federation, a loose collection of magical terrorist cells."
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icon_state = "wizflag"
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/obj/item/flag/cult
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name = "\improper Nar'Sie Cultist flag"
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desc = "A flag proudly boasting the unholy symbols of the Cult of Nar'sie. Merely possessing this flag is illegal in many polities."
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icon_state = "cultflag"
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/obj/item/flag/ussp
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name = "\improper USSP flag"
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desc = "A flag proudly flying the hammer & sickle of the USSP, a powerful socialist nation in the Sector's North."
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icon_state = "usspflag"
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/obj/item/flag/solgov
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name = "\improper Trans-Solar Federation flag"
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desc = "A flag proudly flying the golden sun of the Trans-Solar Federation, the militaristic de-facto superpower of the sector, based on Earth."
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icon_state = "solgovflag"
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//Chameleon
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/obj/item/flag/chameleon
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name = "chameleon flag"
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desc = "A poor recreation of the official NT flag. It seems to shimmer a little."
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origin_tech = "syndicate=1;magnets=4"
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var/updated_icon_state = null
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var/used = FALSE
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var/obj/item/grenade/boobytrap = null
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var/mob/trapper = null
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/obj/item/flag/chameleon/New()
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updated_icon_state = icon_state
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..()
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/obj/item/flag/chameleon/attack_self__legacy__attackchain(mob/user)
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if(used)
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return ..()
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var/list/flag_types = typesof(/obj/item/flag) - list(/obj/item/flag, /obj/item/flag/chameleon, /obj/item/flag/chameleon/depot)
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var/list/flag = list()
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for(var/flag_type in flag_types)
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var/obj/item/flag/F = new flag_type
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flag[capitalize(F.name)] = F
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var/list/show_flag = list("EXIT" = null) + sortList(flag)
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var/input_flag = tgui_input_list(user, "Choose a flag to disguise this as.", "Choose a flag.", show_flag)
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if(!input_flag)
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return
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if(user && (src in user.GetAllContents()))
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var/obj/item/flag/chosen_flag = flag[input_flag]
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if(chosen_flag && !used)
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name = chosen_flag.name
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icon_state = chosen_flag.icon_state
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updated_icon_state = icon_state
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desc = chosen_flag.desc
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used = TRUE
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/obj/item/flag/chameleon/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/grenade) && !boobytrap)
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if(user.drop_item())
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boobytrap = I
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trapper = user
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I.forceMove(src)
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to_chat(user, SPAN_NOTICE("You hide [I] in [src]. It will detonate some time after the flag is lit on fire."))
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var/turf/bombturf = get_turf(src)
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var/area/A = get_area(bombturf)
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log_game("[key_name(user)] has hidden [I] in [src] ready for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).")
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investigate_log("[key_name(user)] has hidden [I] in [src] ready for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).", INVESTIGATE_BOMB)
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add_attack_logs(user, src, "has hidden [I] ready for detonation in", ATKLOG_MOST)
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else if(I.get_heat() && !(resistance_flags & ON_FIRE) && boobytrap && trapper)
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var/turf/bombturf = get_turf(src)
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var/area/A = get_area(bombturf)
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log_game("[key_name_admin(user)] has lit [src] trapped with [boobytrap] by [key_name_admin(trapper)] at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).")
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investigate_log("[key_name_admin(user)] has lit [src] trapped with [boobytrap] by [key_name_admin(trapper)] at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).", INVESTIGATE_BOMB)
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add_attack_logs(user, src, "has lit (booby trapped with [boobytrap]", ATKLOG_FEW)
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burn()
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else
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return ..()
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/obj/item/flag/chameleon/screwdriver_act(mob/user, obj/item/I)
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if(!boobytrap || user != trapper)
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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to_chat(user, SPAN_NOTICE("You remove [boobytrap] from [src]."))
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boobytrap.forceMove(get_turf(src))
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boobytrap = null
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trapper = null
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/obj/item/flag/chameleon/burn()
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if(boobytrap)
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fire_act()
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addtimer(CALLBACK(src, PROC_REF(prime_boobytrap)), boobytrap.det_time)
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else
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..()
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/obj/item/flag/chameleon/proc/prime_boobytrap()
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boobytrap.forceMove(get_turf(loc))
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boobytrap.prime()
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boobytrap = null
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burn()
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/obj/item/flag/chameleon/get_flag_icon()
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return updated_icon_state
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/obj/item/flag/chameleon/depot/New()
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..()
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boobytrap = new /obj/item/grenade/gas/plasma(src)
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